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Codex - Tyranids: Hungry Swarmhost Edition
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=== HQ === ====Hive Tyrant==== 140 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Hive Tyrant | 8 | 4 | 6 | 6 | 4 | 5 | 4 | 10 | 3+ | Monstrous Creature (C) | 1 Hive Tyrant |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Two pairs of scything talons '''Special Rules:''' *'''Psyker (Mastery Level 2)''' *'''Know No Honor''' *'''Shadow in the Warp''' *'''Synapse Creature''' '''Upgrades:''' *'''Hive Commander:''' For each Hive Tyrant in your army with this upgrade, choose a single troops selection from the same detachment. All models in the selected unit gain the Outflank special rule. *'''Indescribable Horror:''' Units taking a Fear test caused by this model must roll an extra dice when taking the test and use the highest two results. In most circumstances, this will mean the unit rolls 3D6 and discards the lowest dice roll. *'''Old Adversary:''' This Hive Tyrant re-rolls all failed To Hit and To Wound rolls of 1 when fighting in close combat. *'''Lord of the Skies:''' If your army includes Hive Tyrant with Wings upgrade, Gargoyles can be taken as Troops choices. '''Options:''' *Mutations: (WS:10/BS:15/S:10/T:20/W:20/I:15/A:10/Ld:-/Sv:40*/Psy:30/Syn:30) ::<nowiki>*</nowiki>cannot be taken on a model with wings biomorph. *May take items from the '''Monstrous Bio-cannons''', '''Melee Bio-weapons''', '''Biomorphs''', '''Thorax Biomorphs''' and '''Apex Boimorphs''' lists. * May take any of the following upgrades: ::- Indescribable Horror ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ::- Old Adversary ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. ::- Hive Commander ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 20 pts. * May take any of the following: ::- Prehensile pincer ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ::- Flesh hooks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. ::- Bio-Plasma ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. ::- Hive mind direct link ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 30 pts. ::- Wings and Lord of the Skies special rule ยทยทยทยทยทยท 50 pts. *Hive Tyrant, and its unit of Tyrant Guard (to a maximum of three Tyrant Guard) may take a Tyrannocyte as a Dedicated Transport, if they don't purchase Wings biomorph. ====Tyrant Guard Brood==== ''You may include one Tyrant Guard Brood for each Hive Tyrant (including the Swarmlord) in your army. These broods do not use up a Force Organisation slot.''<br> 50 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Tyrant Guard | 3 | 3 | 5 | 6 | 2 | 4 | 2 | 7 | 3+ | Infantry | 1 Tyrant Guard |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Rending claws *Scything talons '''Special Rules:''' *'''Instinctive Behaviour (Feed)''' *'''Very Bulky''' *'''Blind Fighting:''' If there is Hive Tyrant (or the Swarmlord) attached to Tyrant Guard Brood, they use the Hive Tyrant's Weapon Skill and Ballistic Skill rather than their own. *'''Blind Rampage:''' If a Hive Tyrant (or the Swarmlord) is killed whilst part of a unit of Tyrant Guard (see the Shieldwall special rule, below), the surviving Tyrant Guard gain the Furious Charge, Rage and Hatred special rules at the end of that turn, and keep them for the remainder of the battle. *'''Shieldwall:''' A single Hive Tyrant (or the Swarmlord) may join a unit of Tyrant Guard exactly as if it were an Independent Character. A Hive Tyrant (or the Swarmlord) in a unit that contains at least one model with this special rule automatically passes Look Out, Sir rolls. '''Upgrades:''' *'''Wings:''' Tyrant Guard brood with a Wings change their type to Jump Pack Infantry but they may Swoop and Glide like Flying Monstrous Creature, and are affected by Hard to Hit, Dive and Grounding tests rules while Swooping. Note that a tyrant guard that chooses wings are may not take armoured shell mutation '''Options:''' *Mutations: (WS:5/BS:-/S:5/T:10/W:20/I:5/A:10/Ld:5/Sv:25*/Psy:-/Syn:-) ::<nowiki>*</nowiki>cannot be taken on a model with wings biomorph. *May include up to 4 additional Tyrant Guard - 50 pts./model *Any model may take items from the '''Melee Bio-weapons''' and '''Biomorphs''' list. * Entire brood may take one of the following: ::- Wings ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts./model ====Alpha Warrior Brood==== ''You may include one Alpha Warrior Brood for each Hive Tyrant (including the Swarmlord) in your army. These broods do not use up a Force Organisation slot. Before the battle, immediately after determining Warlord Traits, any Alpha Warrior in the brood may be split from this unit and assigned to lead any Codex:Tyranid unit that does not include Monstrous Creatures. They cannot leave this unit. Any Alpha Warrior attached in this way add (Character) to its type. Only one Alpha Warrior can join unit in this manner. Any models that do not do this remain part of the brood.''<br> 40 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Alpha Warrior | 5 | 3 | 4 | 4 | 3 | 4 | 3 | 10 | 3+ | Infantry | 1 Alpha Warrior |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Devourer *Scything talons '''Special Rules:''' *'''Know No Honor''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Very Bulky''' '''Options:''' *Mutations: (WS:3/BS:6/S:5/T:10/W:10/I:5/A:4/Ld:-/Sv:15/Psy:-/Syn:15) *May include up to 6 additional Alpha Warriors - 40 pts./model *Any model may take items from the '''Basic Bio-weapons''', '''Melee Bio-weapons''' and '''Biomorphs''' lists. * Any model in a brood may take one of the following: ::- Bounding Leap special rule ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 3 pts. ::- Wings ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. ::- Snake body ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 20 pts. * Any model in a brood may take one of the following: ::- Spinefist ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts. ::- Flesh hooks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 4 pts ====Trygon Prime==== 210 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Trygon Prime | 6 | 4 | 6 | 6 | 6 | 5 | 5 | 10 | 3+ | Monstrous Creature (C) | 1 Trygon Prime |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Bio-electric pulse with containment spines *Two pairs of scything talons. '''Special rules:''' *'''Deep Strike''' *'''Fleet''' *'''Know No Honor''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Serpent Lord:''' If your primary detachment includes at least one Trygon Prime, Raveners can be taken as Troops choices. *'''Subterranean Assault:''' If, when a Trygon (or Trygon Prime) deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle. :After the Trygon (or Trygon Prime) has emerged, mark the position under the creatureโs base with a suitable marker โ this represents the tunnel left by its emergence. Any friendly Tyranid Infantry unit that arrives from reserve in subsequent turns may emerge from the Trygonโs tunnel instead of arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn. :If any unit chooses to do so, place the entire unit so that all of its models are wholly within 6" of the centre of the marker and in unit coherency. These models cannot be placed within 1" of enemy models or within impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may not move or charge on the same turn it arrives from a Trygonโs tunnel, but may shoot or Run. '''Upgrades:''' *'''Lurker:''' Trygon Prime with this upgrade automatically enters from Reserve on the first turn. *'''Prepared Tunnel Network:''' Up to two units per turn may emerge from the tunnel, left by the Trygon Prime with this upgrade. Options: *Mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-) *May take items from the '''Biomorphs''', '''Thorax Biomorphs''' and '''Apex Biomorphs''' lists. *May replace one set of scything talons with crushing claws - 30 pts * May take any of the following upgrades: ::- Prepared Tunnel Network ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ::- Lurker ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. ::- Psyker (Mastery Level 1) ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 40 pts. * May take one of the following: ::- Heavy spinefist ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ::- Spine banks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. *May take one of the following tail biomorphs: ::- Prehensile pincer ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ::- Toxinspike ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ====Tervigon==== ''For each Termagant brood in your army you may take one Tervigon as a Troops choice. If Spawn Hormagaunts, Spawn Gargoyles, Spawn Rippers or Spawn Sky-Slashers upgrades are taken, replace the Termagant brood requirement with Hormagaunt, Gargoyle, Rippers or Spawn Sky-Slashers brood respectively.''<br> 170 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Tervigon | 3 | 3 | 5 | 6 | 6 | 2 | 3 | 10 | 3+ | Monstrous Creature (C) | 1 Tervigon |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Stinger salvo *Scything talons '''Special Rules:''' *'''Psyker (Mastery Level 1)''' *'''Know No Honor''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Brood Progenitor:''' All Termagant Broods spawned by the Terevigon within Tervigon's synapse range have the Counter-attack special rule, and count as having the same upgrade biomorphs as the Tervigon itself (except Acid Blood and Adamantine Tusks). *'''Spawner:''' At the end of your Movement phase, a Tervigon can spawn Termagants, even if it is locked in close combat. If it does so, roll 3D6 โ this is the number of models spawned. Place the new unit of Termagants on the table so that it is wholly within 6" of the Tervigon. Models in this new unit cannot be placed in impassable terrain or within 1" of enemy models. If you cannot place some of the models due to the restrictions above or because you have run out of Termagant models, the excess is discarded. :The spawned unit cannot move during the Movement phase in which it is spawned, nor can it charge this turn, but it is free to shoot or Run as normal. A unit spawned by a Tervigon is identical in every way to a Termagant unit chosen from the Troops section of the army list, and is treated as such for all mission special rules. Models in a spawned unit are armed with fleshborers and may not purchase options. :If any double is rolled when determining the size of a spawned unit, the Tervigon has temporarily exhausted its supply of larvae โ the Termagant unit is created as normal, but the Tervigon cannot spawn any further units for the rest of the game. *'''Synaptic Backlash:''' If a Tervigon is slain, roll 3D6 before removing the model as a casualty. Each friendly unit of Termagants within 12" of the Tervigon immediately suffers a number of Strength 3 AP- hits equal to the result. Cover saves may not be taken against these hits and Wounds are allocated as per shooting, with the Tervigon as the firer. After all Termagant casualties have been resolved (if any), remove the Tervigon from play. '''Upgrades:''' *'''Spawn Hormagaunts:''' Replace Termagants with Hormagaunts in Spawner, Brood Progenitor and Synaptic Backslash rules. *'''Spawn Gargoyles:''' Replace Termagants with Gargoyles in Spawner, Brood Progenitor and Synaptic Backslash rules. *'''Spawn Rippers:''' Replace Termagants with Rippers in Spawner, Brood Progenitor and Synaptic Backslash rules. When rolling for the number of bases spawned, roll 3D6 and discard the lowest result, though Tervigon still count as exhausted for any double rolled, even if a double was formed with discarded dice. *'''Spawn Sky-Slashers:''' Replace Termagants with Sky-Slashers in Spawner, Brood Progenitor and Synaptic Backslash rules. When rolling for the number of bases spawned, roll 3D6 and discard the lowest result, though Tervigon still count as exhausted for any double rolled, even if a double was formed with discarded dice. '''Options:''' *Mutations: (WS:10/BS:15/S:10/T:20/W:20/I:10/A:15/Ld:-/Sv:45/Psy:25/Syn:35) *May take items from the '''Biomorphs'''*, '''Thorax Biomorphs''' and '''Apex Biomorphs''' lists. :<nowiki>*</nowiki> Tervigon take all biomorph upgrades at double points cost (except Acid Blood and Adamantine Tusks). *May take one of the following upgrades: ::- Spawn Hormagaunts ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 20 pts. ::- Spawn Gargoyles ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 40 pts. ::- Spawn Rippers ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 60 pts. ::- Spawn Sky-Slashers ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 80 pts. * May replace stinger salvo with cluster spines ยทยทยทยทยทยทยทยทยท 5 pts. * May replace scything talons with crushing claws ยทยท 15 pts. *May take a Tyrannocyte as a Dedicated Transport. ====Tyranid Prime==== 55 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Tyranid Prime | 5 | 3 | 4 | 4 | 3 | 4 | 3 | 10 | 3+ | Infantry (C) | 1 Tyranid Prime |- | Tyranid Prime Apex Strain | 6 | 4 | 5 | 5 | 3 | 5 | 4 | 10 | 3+ | Infantry (C) | |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Devourer *Scything talons '''Special Rules:''' *'''Independent Character''' *'''Know No Honor''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Very Bulky''' Upgrades *'''Brood Leader:''' Tyranid Prime may join the unit of Monstrous Creatures or even a single Monstrous Creature. During the Psychic phase Tyranid Prime may spend one Warp Charge from the pool (even if it is not a psyker) to bestow its Weapon Skill and Ballistic Skill to all models in its unit until the start of his next Psychic phase or until it get removed as a casualty, unless their own would be higher for any reason. It doesn't need to spend a Warp Charge to grant this effect to Tyranid Warriors or Shrikes. '''Options:''' *Mutations: (WS:20/BS:25/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:20/Psy:20/Syn:20) * May take items from the '''Basic Bio-weapons''', '''Basic Bio-cannons''', '''Melee Bio-weapons''' and '''Biomorphs''' list. * May take the Brood Leader upgrade ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 20 pts. * May be upgraded to Tyranid Prime Apex Strain ยทยทยท 30 pts. * May be upgraded to Psyker (Mastery Level 1) ยทยทยทยทยท 25 pts. * May take two per HQ slot. * May may take one of the following: ::- Bounding Leap special rule ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 3 pts. ::- Wings ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. ::- Snake body ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 20 pts. * May take one of the following: ::- Spinefist ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts. ::- Flesh hooks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 4 pts. ====The Parasite of Mortex==== 160 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | The Parasite of Mortex | 5 | 3 | 6 | 4 | 3 | 6 | 4 | 10 | 3+ | Jump Infantry (C) | 1 (Unique) |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Two sets of rending claws *Implant attack '''Special Rules:''' *'''Hit and Run''' *'''Independent Character''' *'''Know No Honor''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Host Organism:''' Rippers count The Parasite of Mortex as having 24" synapse range. *'''Implant Parasite:''' Each model, removed as a casualty because of wounds inflicted in melee by the Parasite of Mortex must roll a Toughness test before being removed. For each test failed, roll a D6. At the end of the Assault phase place a Ripper Swarm Brood or add the Ripper bases to the Ripper Swarm Brood The Parasite is attached to with a number of models equal to the combined result of these D6. All models must be within 6โ of the unit with this rule. Ripper Swarms placed this way never count as kill points. Any bases that cannot be place because of impassable terrain, enemy within 1โ or because you have run out of models are lost. *'''The Sarge is Acting Strangely:''' Any enemy Infantry, Cavalry, Beasts or Bike unit, with or without Jet or Jump type, that arrives via Outflanking may harbor a squad member infested with Ripper parasites. At the end of their movement phase, one model in each of these units (owning players choice) must take a toughness test. If the test is failed that model is instantly removed as a casualty and the Tyranid player may place a Ripper swarm unit of D6 bases anywhere within 6" of the victim. If the victim was inside a transport then it is assumed they staggered out before dying; place the Ripper bases within 6" of one of the access points. Any bases that cannot be placed because of enemies within 1", impassable terrain or running out of models are lost. Rippers created in this way do not count as a Kill Point. '''Upgrade:''' *Implant Sky-Slashers: Replace Rippers with Sky-Slashers in the Implant Parasite, Host Organism and The Sarge is Acting Strangely special rules. '''Options:''' *Mutations: (WS:5/BS:-/S:10/T:15/W:15/I:5/A:10/Ld:-/Sv:20/Psy:-/Syn:20) *May take items from the '''Biomorphs''' lists. * May take flesh hooks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. * May take the Implant Sky-Slashers upgrade ยทยทยทยทยทยทยทยท 35 pts. ====Old One Eye==== ''Old One Eye cannot fill the compulsory HQ slot, and cannot be your Warlord. If there is at least one Carnifex brood in the same detachment as the Old one Eye, he does not use up a Force Organisation slot.''<br> 200 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Old One Eye | 4 | 4 | 10 | 6 | 5 | 2 | 5 | 9 | 2+ | Monstrous Creature | 1 (Unique) |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Scything talons *Crushing claws *Regeneration *Dopamine injectors *Spine banks *Feeding frenzy triggers *Thresher scythe '''Special rules:''' *'''Rage''' *'''Instinctive Behaviour (Feed)''' *'''Living Battering Ram:''' see the Carnifex entry. *'''Alpha Leader:''' Friendly Tyranid models within 12" of Old One Eye may use it's Leadership value in place of their own for all purposes, unless their own Leadership is better. Additionally, Old One Eye may join a Carnifex Brood exactly as if it were an Independent Character, which uses it's Leadership, Weapon Skill, and Ballistic Skill unless theirs is better for any reason. *'''Why Won't It Die?:''' Dopamine injectors grant Old One Eye Feel No Pain (4+) special rule, rather than (5+), and it must re-roll failed Regeneration rolls. *'''Is It Dead?:''' When Old One Eye is removed as a casualty, leave the model on the table (it counts as batttlefield debris, and provide 5+ cover), and continue to roll for Regeneration as it was still alive. If a wound is recovered, Old One Eye returns to play. *'''That Only Angered It!:''' Each time the Old One Eye loses a wound, it gain +1 to it's Attack value (to the maximum of 10). '''Options:''' *Mutations: (WS:25/BS:25/S:-/T:20/W:20/I:10/A:15/Ld:30/Sv:-/Psy:-/Syn:-) *May take items from the '''Biomorphs''' lists. *May take Bio-plasma ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. *May replace a pair of scythe talons with stonecrusher ramshield - 35 pts. *May replace a pair of crushing claws with crushing claw and wrecking ball - 15 pts. *May take a Tyrannocyte as a Dedicated Transport. ====Deathleaper==== 140 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Deathleaper | 9 | 3 | 6 | 4 | 3 | 7 | 4 | 10 | 5+ | Infantry (C) | 1 (Unique) |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Flesh hooks *Feeder tendrils *Implant attack '''Apex Biomorphs:''' *'''Sinister Talons:''' ::Deathleaper has two pairs of Sinister Talons. Each pair counts as a Melee weapon with the following profile: ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | 5 | Melee, Diamantine Tips*, Slashing Attacks*, Shred. |- |}<br style="clear: both; height: 0px;" /> ::<nowiki>*</nowiki> Each set of Sinister Talons count as both a pair of rending claws and a pair of scything talons for the purpose of these rules. '''Special Rules:''' *'''Deep Strike''' *'''Fear''' *'''Fleet''' *'''Hit & Run''' *'''Know No Honor''' *'''Infiltrate''' *'''Instinctive Behaviour (Lurk)''' *'''Move Through Cover''' *'''Shrouded''' *'''Very Bulky''' *'''Hunter of Heroes:''' See Lictor entry. *'''Chameleonic Skin:''' See Lictor entry. *'''Pheromone Trail:''' See Lictor entry. *'''"Deathleap:''' Deathleaper do not roll for Charge range - instead it's Charge range is always 12". *'''"Itโs after me!":''' Nominate an enemy character at the beginning of the game and roll a D3. Whilst Deathleaper is alive, that modelโs Leadership is reduced by the result. *'''"It's too fast!":''' During assault phase Deathleaper has a 4+ invulnerable save. *'''"Where is it?":''' Enemy models can only fire Snap Shots when targeting Deathleaper. *'''"Where are my guards?":''' Look Out Sir! rolls may not be made against attacks from Deathleaper. '''Warlord Trait''': Trophy Hunter '''Options:''' *Mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:15/Psy:-/Syn:-) *May take items from the '''Biomorphs''' list.
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